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							- #include "StdInc.h"
 
- #include "CGuiHandler.h"
 
- #include <SDL.h>
 
- #include "CIntObject.h"
 
- #include "CCursorHandler.h"
 
- #include "../CGameInfo.h"
 
- #include "../../lib/CThreadHelper.h"
 
- #include "../../lib/CConfigHandler.h"
 
- #include "../CMT.h"
 
- #include "../CPlayerInterface.h"
 
- extern std::queue<SDL_Event> events;
 
- extern boost::mutex eventsM;
 
- boost::thread_specific_ptr<bool> inGuiThread;
 
- SObjectConstruction::SObjectConstruction( CIntObject *obj )
 
- :myObj(obj)
 
- {
 
- 	GH.createdObj.push_front(obj);
 
- 	GH.captureChildren = true;
 
- }
 
- SObjectConstruction::~SObjectConstruction()
 
- {
 
- 	assert(GH.createdObj.size());
 
- 	assert(GH.createdObj.front() == myObj);
 
- 	GH.createdObj.pop_front();
 
- 	GH.captureChildren = GH.createdObj.size();
 
- }
 
- SSetCaptureState::SSetCaptureState(bool allow, ui8 actions)
 
- {
 
- 	previousCapture = GH.captureChildren;
 
- 	GH.captureChildren = false;
 
- 	prevActions = GH.defActionsDef;
 
- 	GH.defActionsDef = actions;
 
- }
 
- SSetCaptureState::~SSetCaptureState()
 
- {
 
- 	GH.captureChildren = previousCapture;
 
- 	GH.defActionsDef = prevActions;
 
- }
 
- static inline void
 
- processList(const ui16 mask, const ui16 flag, std::list<CIntObject*> *lst, std::function<void (std::list<CIntObject*> *)> cb)
 
- {
 
- 	if (mask & flag)
 
- 		cb(lst);
 
- }
 
- void CGuiHandler::processLists(const ui16 activityFlag, std::function<void (std::list<CIntObject*> *)> cb)
 
- {
 
- 	processList(CIntObject::LCLICK,activityFlag,&lclickable,cb);
 
- 	processList(CIntObject::RCLICK,activityFlag,&rclickable,cb);
 
- 	processList(CIntObject::HOVER,activityFlag,&hoverable,cb);
 
- 	processList(CIntObject::MOVE,activityFlag,&motioninterested,cb);
 
- 	processList(CIntObject::KEYBOARD,activityFlag,&keyinterested,cb);
 
- 	processList(CIntObject::TIME,activityFlag,&timeinterested,cb);
 
- 	processList(CIntObject::WHEEL,activityFlag,&wheelInterested,cb);
 
- 	processList(CIntObject::DOUBLECLICK,activityFlag,&doubleClickInterested,cb);
 
- 	
 
- 	#ifndef VCMI_SDL1
 
- 	processList(CIntObject::TEXTINPUT,activityFlag,&textInterested,cb);
 
- 	#endif // VCMI_SDL1
 
- }
 
- void CGuiHandler::handleElementActivate(CIntObject * elem, ui16 activityFlag)
 
- {
 
- 	processLists(activityFlag,[&](std::list<CIntObject*> * lst){
 
- 		lst->push_front(elem);
 
- 	});
 
- 	elem->active_m |= activityFlag;
 
- }
 
- void CGuiHandler::handleElementDeActivate(CIntObject * elem, ui16 activityFlag)
 
- {
 
- 	processLists(activityFlag,[&](std::list<CIntObject*> * lst){
 
- 		auto hlp = std::find(lst->begin(),lst->end(),elem);
 
- 		assert(hlp != lst->end());
 
- 		lst->erase(hlp);
 
- 	});
 
- 	elem->active_m &= ~activityFlag;
 
- }
 
- void CGuiHandler::popInt( IShowActivatable *top )
 
- {
 
- 	assert(listInt.front() == top);
 
- 	top->deactivate();
 
- 	listInt.pop_front();
 
- 	objsToBlit -= top;
 
- 	if(!listInt.empty())
 
- 		listInt.front()->activate();
 
- 	totalRedraw();
 
- }
 
- void CGuiHandler::popIntTotally( IShowActivatable *top )
 
- {
 
- 	assert(listInt.front() == top);
 
- 	popInt(top);
 
- 	delete top;
 
- 	fakeMouseMove();
 
- }
 
- void CGuiHandler::pushInt( IShowActivatable *newInt )
 
- {
 
- 	assert(newInt);
 
- 	assert(boost::range::find(listInt, newInt) == listInt.end()); // do not add same object twice
 
- 	//a new interface will be present, we'll need to use buffer surface (unless it's advmapint that will alter screenBuf on activate anyway)
 
- 	screenBuf = screen2;
 
- 	if(!listInt.empty())
 
- 		listInt.front()->deactivate();
 
- 	listInt.push_front(newInt);
 
- 	newInt->activate();
 
- 	objsToBlit.push_back(newInt);
 
- 	totalRedraw();
 
- }
 
- void CGuiHandler::popInts( int howMany )
 
- {
 
- 	if(!howMany) return; //senseless but who knows...
 
- 	assert(listInt.size() >= howMany);
 
- 	listInt.front()->deactivate();
 
- 	for(int i=0; i < howMany; i++)
 
- 	{
 
- 		objsToBlit -= listInt.front();
 
- 		delete listInt.front();
 
- 		listInt.pop_front();
 
- 	}
 
- 	if(!listInt.empty())
 
- 	{
 
- 		listInt.front()->activate();
 
- 		totalRedraw();
 
- 	}
 
- 	fakeMouseMove();
 
- }
 
- IShowActivatable * CGuiHandler::topInt()
 
- {
 
- 	if(listInt.empty())
 
- 		return nullptr;
 
- 	else
 
- 		return listInt.front();
 
- }
 
- void CGuiHandler::totalRedraw()
 
- {
 
- 	for(auto & elem : objsToBlit)
 
- 		elem->showAll(screen2);
 
- 	blitAt(screen2,0,0,screen);
 
- }
 
- void CGuiHandler::updateTime()
 
- {
 
- 	int ms = mainFPSmng->getElapsedMilliseconds();
 
- 	std::list<CIntObject*> hlp = timeinterested;
 
- 	for (auto & elem : hlp)
 
- 	{
 
- 		if(!vstd::contains(timeinterested,elem)) continue;
 
- 		(elem)->onTimer(ms);
 
- 	}
 
- }
 
- void CGuiHandler::handleEvents()
 
- {
 
- 	//player interface may want special event handling 	
 
- 	if(nullptr != LOCPLINT && LOCPLINT->capturedAllEvents())
 
- 		return;
 
- 	
 
- 	boost::unique_lock<boost::mutex> lock(eventsM);	
 
- 	while(!events.empty())
 
- 	{
 
- 		SDL_Event ev = events.front();
 
- 		events.pop();		
 
- 		this->handleEvent(&ev);
 
- 	}
 
- }
 
- void CGuiHandler::handleEvent(SDL_Event *sEvent)
 
- {
 
- 	current = sEvent;
 
- 	bool prev;
 
- 	if (sEvent->type==SDL_KEYDOWN || sEvent->type==SDL_KEYUP)
 
- 	{
 
- 		SDL_KeyboardEvent key = sEvent->key;
 
- 		//translate numpad keys
 
- 		if(key.keysym.sym == SDLK_KP_ENTER)
 
- 		{
 
- 			key.keysym.sym = (SDLKey)SDLK_RETURN;
 
- 			#ifndef VCMI_SDL1
 
- 			key.keysym.scancode = SDL_SCANCODE_RETURN;
 
- 			#endif // VCMI_SDL1
 
- 		}
 
- 		bool keysCaptured = false;
 
- 		for(auto i=keyinterested.begin(); i != keyinterested.end() && current; i++)
 
- 		{
 
- 			if((*i)->captureThisEvent(key))
 
- 			{
 
- 				keysCaptured = true;
 
- 				break;
 
- 			}
 
- 		}
 
- 		std::list<CIntObject*> miCopy = keyinterested;
 
- 		for(auto i=miCopy.begin(); i != miCopy.end() && current; i++)
 
- 			if(vstd::contains(keyinterested,*i) && (!keysCaptured || (*i)->captureThisEvent(key)))
 
- 				(**i).keyPressed(key);
 
- 	}
 
- 	else if(sEvent->type==SDL_MOUSEMOTION)
 
- 	{
 
- 		CCS->curh->cursorMove(sEvent->motion.x, sEvent->motion.y);
 
- 		handleMouseMotion(sEvent);
 
- 	}
 
- 	else if (sEvent->type==SDL_MOUSEBUTTONDOWN)
 
- 	{
 
- 		if(sEvent->button.button == SDL_BUTTON_LEFT)
 
- 		{
 
- 			if(lastClick == sEvent->motion  &&  (SDL_GetTicks() - lastClickTime) < 300)
 
- 			{
 
- 				std::list<CIntObject*> hlp = doubleClickInterested;
 
- 				for(auto i=hlp.begin(); i != hlp.end() && current; i++)
 
- 				{
 
- 					if(!vstd::contains(doubleClickInterested,*i)) continue;
 
- 					if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
 
- 					{
 
- 						(*i)->onDoubleClick();
 
- 					}
 
- 				}
 
- 			}
 
- 			lastClick = sEvent->motion;
 
- 			lastClickTime = SDL_GetTicks();
 
- 			std::list<CIntObject*> hlp = lclickable;
 
- 			for(auto i=hlp.begin(); i != hlp.end() && current; i++)
 
- 			{
 
- 				if(!vstd::contains(lclickable,*i)) continue;
 
- 				if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
 
- 				{
 
- 					prev = (*i)->pressedL;
 
- 					(*i)->pressedL = true;
 
- 					(*i)->clickLeft(true, prev);
 
- 				}
 
- 			}
 
- 		}
 
- 		else if (sEvent->button.button == SDL_BUTTON_RIGHT)
 
- 		{
 
- 			std::list<CIntObject*> hlp = rclickable;
 
- 			for(auto i=hlp.begin(); i != hlp.end() && current; i++)
 
- 			{
 
- 				if(!vstd::contains(rclickable,*i)) continue;
 
- 				if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
 
- 				{
 
- 					prev = (*i)->pressedR;
 
- 					(*i)->pressedR = true;
 
- 					(*i)->clickRight(true, prev);
 
- 				}
 
- 			}
 
- 		}
 
- 		#ifdef VCMI_SDL1 //SDL1x only events
 
- 		else if(sEvent->button.button == SDL_BUTTON_WHEELDOWN || sEvent->button.button == SDL_BUTTON_WHEELUP)
 
- 		{
 
- 			std::list<CIntObject*> hlp = wheelInterested;
 
- 			for(auto i=hlp.begin(); i != hlp.end() && current; i++)
 
- 			{
 
- 				if(!vstd::contains(wheelInterested,*i)) continue;
 
- 				(*i)->wheelScrolled(sEvent->button.button == SDL_BUTTON_WHEELDOWN, isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y));
 
- 			}
 
- 		}
 
- 		#endif
 
- 	}
 
- 	#ifndef VCMI_SDL1 //SDL2x only events	
 
- 	else if (sEvent->type == SDL_MOUSEWHEEL)
 
- 	{
 
- 		std::list<CIntObject*> hlp = wheelInterested;
 
- 		for(auto i=hlp.begin(); i != hlp.end() && current; i++)
 
- 		{
 
- 			if(!vstd::contains(wheelInterested,*i)) continue;
 
- 			(*i)->wheelScrolled(sEvent->wheel.y < 0, isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y));
 
- 		}		
 
- 	}
 
- 	else if(sEvent->type == SDL_TEXTINPUT)
 
- 	{
 
- 		for(auto it : textInterested)
 
- 		{
 
- 			it->textInputed(sEvent->text);
 
- 		}
 
- 	}	
 
- 	else if(sEvent->type == SDL_TEXTEDITING)
 
- 	{
 
- 		for(auto it : textInterested)
 
- 		{
 
- 			it->textEdited(sEvent->edit);
 
- 		}
 
- 	}	
 
- 	//todo: muiltitouch
 
- 	#endif // VCMI_SDL1
 
- 	else if ((sEvent->type==SDL_MOUSEBUTTONUP) && (sEvent->button.button == SDL_BUTTON_LEFT))
 
- 	{
 
- 		std::list<CIntObject*> hlp = lclickable;
 
- 		for(auto i=hlp.begin(); i != hlp.end() && current; i++)
 
- 		{
 
- 			if(!vstd::contains(lclickable,*i)) continue;
 
- 			prev = (*i)->pressedL;
 
- 			(*i)->pressedL = false;
 
- 			if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
 
- 			{
 
- 				(*i)->clickLeft(false, prev);
 
- 			}
 
- 			else
 
- 				(*i)->clickLeft(boost::logic::indeterminate, prev);
 
- 		}
 
- 	}
 
- 	else if ((sEvent->type==SDL_MOUSEBUTTONUP) && (sEvent->button.button == SDL_BUTTON_RIGHT))
 
- 	{
 
- 		std::list<CIntObject*> hlp = rclickable;
 
- 		for(auto i=hlp.begin(); i != hlp.end() && current; i++)
 
- 		{
 
- 			if(!vstd::contains(rclickable,*i)) continue;
 
- 			prev = (*i)->pressedR;
 
- 			(*i)->pressedR = false;
 
- 			if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
 
- 			{
 
- 				(*i)->clickRight(false, prev);
 
- 			}
 
- 			else
 
- 				(*i)->clickRight(boost::logic::indeterminate, prev);
 
- 		}
 
- 	}
 
- 	current = nullptr;
 
- } //event end
 
- void CGuiHandler::handleMouseMotion(SDL_Event *sEvent)
 
- {
 
- 	//sending active, hovered hoverable objects hover() call
 
- 	std::vector<CIntObject*> hlp;
 
- 	for(auto & elem : hoverable)
 
- 	{
 
- 		if (isItIn(&(elem)->pos,sEvent->motion.x,sEvent->motion.y))
 
- 		{
 
- 			if (!(elem)->hovered)
 
- 				hlp.push_back((elem));
 
- 		}
 
- 		else if ((elem)->hovered)
 
- 		{
 
- 			(elem)->hover(false);
 
- 			(elem)->hovered = false;
 
- 		}
 
- 	}
 
- 	for(auto & elem : hlp)
 
- 	{
 
- 		elem->hover(true);
 
- 		elem->hovered = true;
 
- 	}
 
- 	handleMoveInterested(sEvent->motion);
 
- }
 
- void CGuiHandler::simpleRedraw()
 
- {
 
- 	//update only top interface and draw background
 
- 	if(objsToBlit.size() > 1)
 
- 		blitAt(screen2,0,0,screen); //blit background
 
- 	objsToBlit.back()->show(screen); //blit active interface/window
 
- }
 
- void CGuiHandler::handleMoveInterested( const SDL_MouseMotionEvent & motion )
 
- {
 
- 	//sending active, MotionInterested objects mouseMoved() call
 
- 	std::list<CIntObject*> miCopy = motioninterested;
 
- 	for(auto & elem : miCopy)
 
- 	{
 
- 		if ((elem)->strongInterest || isItIn(&(elem)->pos, motion.x, motion.y))
 
- 		{
 
- 			(elem)->mouseMoved(motion);
 
- 		}
 
- 	}
 
- }
 
- void CGuiHandler::fakeMouseMove()
 
- {
 
- 	SDL_Event evnt;
 
- #ifdef VCMI_SDL1
 
- 	SDL_MouseMotionEvent sme = {SDL_MOUSEMOTION, 0, 0, 0, 0, 0, 0};
 
- #else
 
- 	SDL_MouseMotionEvent sme = {SDL_MOUSEMOTION, 0, 0, 0, 0, 0, 0, 0, 0};
 
- #endif	
 
- 	int x, y;
 
- 	sme.state = SDL_GetMouseState(&x, &y);
 
- 	sme.x = x;
 
- 	sme.y = y;
 
- 	evnt.motion = sme;
 
- 	current = &evnt;
 
- 	handleMouseMotion(&evnt);
 
- }
 
- void CGuiHandler::renderFrame()
 
- {
 
- 	auto doUpdate = [](IUpdateable * target)
 
- 	{
 
- 		if(nullptr != target)
 
- 			target -> update();
 
- 		// draw the mouse cursor and update the screen
 
- 		CCS->curh->render();
 
- 		#ifndef	VCMI_SDL1
 
- 		if(0 != SDL_RenderCopy(mainRenderer, screenTexture, nullptr, nullptr))
 
- 			logGlobal->errorStream() << __FUNCTION__ << " SDL_RenderCopy " << SDL_GetError();
 
- 		SDL_RenderPresent(mainRenderer);				
 
- 		#endif		
 
- 		
 
- 	};
 
- 	
 
- 	if(curInt)
 
- 		curInt->runLocked(doUpdate);
 
- 	else
 
- 		doUpdate(nullptr);
 
- 	
 
- 	mainFPSmng->framerateDelay(); // holds a constant FPS	
 
- }
 
- CGuiHandler::CGuiHandler()
 
- :lastClick(-500, -500)
 
- {
 
- 	curInt = nullptr;
 
- 	current = nullptr;
 
- 	statusbar = nullptr;
 
- 	// Creates the FPS manager and sets the framerate to 48 which is doubled the value of the original Heroes 3 FPS rate
 
- 	mainFPSmng = new CFramerateManager(48);
 
- 	//do not init CFramerateManager here --AVS
 
- }
 
- CGuiHandler::~CGuiHandler()
 
- {
 
- 	delete mainFPSmng;
 
- }
 
- void CGuiHandler::breakEventHandling()
 
- {
 
- 	current = nullptr;
 
- }
 
- void CGuiHandler::drawFPSCounter()
 
- {
 
- 	const static SDL_Color yellow = {255, 255, 0, 0};
 
- 	static SDL_Rect overlay = { 0, 0, 64, 32};
 
- 	Uint32 black = SDL_MapRGB(screen->format, 10, 10, 10);
 
- 	SDL_FillRect(screen, &overlay, black);
 
- 	std::string fps = boost::lexical_cast<std::string>(mainFPSmng->fps);
 
- 	graphics->fonts[FONT_BIG]->renderTextLeft(screen, fps, yellow, Point(10, 10));
 
- }
 
- SDLKey CGuiHandler::arrowToNum( SDLKey key )
 
- {
 
- 	#ifdef VCMI_SDL1
 
- 	switch(key)
 
- 	{
 
- 	case SDLK_DOWN:
 
- 		return SDLK_KP2;
 
- 	case SDLK_UP:
 
- 		return SDLK_KP8;
 
- 	case SDLK_LEFT:
 
- 		return SDLK_KP4;
 
- 	case SDLK_RIGHT:
 
- 		return SDLK_KP6;
 
- 	default:
 
- 		throw std::runtime_error("Wrong key!");assert(0);
 
- 	}	
 
- 	#else
 
- 	switch(key)
 
- 	{
 
- 	case SDLK_DOWN:
 
- 		return SDLK_KP_2;
 
- 	case SDLK_UP:
 
- 		return SDLK_KP_8;
 
- 	case SDLK_LEFT:
 
- 		return SDLK_KP_4;
 
- 	case SDLK_RIGHT:
 
- 		return SDLK_KP_6;
 
- 	default:
 
- 		throw std::runtime_error("Wrong key!");
 
- 	}	
 
- 	#endif // 0
 
- }
 
- SDLKey CGuiHandler::numToDigit( SDLKey key )
 
- {
 
- #ifdef VCMI_SDL1
 
- 	if(key >= SDLK_KP0 && key <= SDLK_KP9)
 
- 		return SDLKey(key - SDLK_KP0 + SDLK_0);
 
- #endif // 0
 
- #define REMOVE_KP(keyName) case SDLK_KP_ ## keyName : return SDLK_ ## keyName;
 
- 	switch(key)
 
- 	{
 
- #ifndef VCMI_SDL1
 
- 		REMOVE_KP(0)
 
- 		REMOVE_KP(1)
 
- 		REMOVE_KP(2)
 
- 		REMOVE_KP(3)
 
- 		REMOVE_KP(4)
 
- 		REMOVE_KP(5)
 
- 		REMOVE_KP(6)
 
- 		REMOVE_KP(7)
 
- 		REMOVE_KP(8)
 
- 		REMOVE_KP(9)		
 
- #endif // VCMI_SDL1		
 
- 		REMOVE_KP(PERIOD)
 
- 		REMOVE_KP(MINUS)
 
- 		REMOVE_KP(PLUS)
 
- 		REMOVE_KP(EQUALS)
 
- 	case SDLK_KP_MULTIPLY:
 
- 		return SDLK_ASTERISK;
 
- 	case SDLK_KP_DIVIDE:
 
- 		return SDLK_SLASH;
 
- 	case SDLK_KP_ENTER:
 
- 		return SDLK_RETURN;
 
- 	default:
 
- 		return SDLK_UNKNOWN;
 
- 	}
 
- #undef REMOVE_KP
 
- }
 
- bool CGuiHandler::isNumKey( SDLKey key, bool number )
 
- {
 
- 	#ifdef VCMI_SDL1
 
- 	if(number)
 
- 		return key >= SDLK_KP0 && key <= SDLK_KP9;
 
- 	else
 
- 		return key >= SDLK_KP0 && key <= SDLK_KP_EQUALS;
 
- 	#else
 
- 	if(number)
 
- 		return key >= SDLK_KP_1 && key <= SDLK_KP_0;
 
- 	else
 
- 		return (key >= SDLK_KP_1 && key <= SDLK_KP_0) || key == SDLK_KP_MINUS || key == SDLK_KP_PLUS || key == SDLK_KP_EQUALS;
 
- 	#endif // 0
 
- }
 
- bool CGuiHandler::isArrowKey( SDLKey key )
 
- {
 
- 	return key == SDLK_UP || key == SDLK_DOWN || key == SDLK_LEFT || key == SDLK_RIGHT;
 
- }
 
- bool CGuiHandler::amIGuiThread()
 
- {
 
- 	return inGuiThread.get() && *inGuiThread;
 
- }
 
- void CGuiHandler::pushSDLEvent(int type, int usercode)
 
- {
 
- 	SDL_Event event;
 
- 	event.type = type;
 
- 	event.user.code = usercode;	// not necessarily used
 
- 	SDL_PushEvent(&event);
 
- }
 
- CFramerateManager::CFramerateManager(int rate)
 
- {
 
- 	this->rate = rate;
 
- 	this->rateticks = (1000.0 / rate);
 
- 	this->fps = 0;
 
- }
 
- void CFramerateManager::init()
 
- {
 
- 	this->lastticks = SDL_GetTicks();
 
- }
 
- void CFramerateManager::framerateDelay()
 
- {
 
- 	ui32 currentTicks = SDL_GetTicks();
 
- 	timeElapsed = currentTicks - lastticks;
 
- 	// FPS is higher than it should be, then wait some time
 
- 	if (timeElapsed < rateticks)
 
- 	{
 
- 		SDL_Delay(ceil(this->rateticks) - timeElapsed);
 
- 	}
 
- 	currentTicks = SDL_GetTicks();
 
- 	fps = ceil(1000.0 / timeElapsed);
 
- 	// recalculate timeElapsed for external calls via getElapsed()
 
- 	// limit it to 1000 ms to avoid breaking animation in case of huge lag (e.g. triggered breakpoint)
 
- 	timeElapsed = std::min<ui32>(currentTicks - lastticks, 1000);
 
- 	lastticks = SDL_GetTicks();
 
- }
 
 
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